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Moderator: Buff Skeleton
Post Posted: 14 Apr 2018, 14:29
Post Posted: 20 Apr 2018, 05:47
Post Posted: 20 Apr 2018, 08:26
Post Posted: 24 Feb 2019, 01:00
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Post Posted: 17 Nov 2019, 06:29
Post Posted: 17 Nov 2019, 06:58
Post Posted: 18 Nov 2019, 03:35
Post Posted: 18 Nov 2019, 04:09
Post Posted: 18 Nov 2019, 15:26
Buff Skeleton wrote:So for now, I'm mostly going back and working on ways to improve the feel of the game for both veterans and new players alike. One thing I've considered for a long time is a persistent powerup that lets you survive a death once it reaches full charge, and it charges up as you kill or damage things -- sorta like an extra life meter. Either it reloads your health and gives you fresh armor, or it warps you to (relative) safety. Maybe both?
Post Posted: 18 Nov 2019, 16:36
UBerserker wrote:Aye, welcome back boss!I would say a health replenish, maybe with 2-3 seconds of mercy invincibility on top is the best.
Post Posted: 18 Nov 2019, 21:22
Buff Skeleton wrote:UBerserker wrote:Aye, welcome back boss!I would say a health replenish, maybe with 2-3 seconds of mercy invincibility on top is the best.Good point. And invincibility for a few seconds would be enough for you to GTFO from a bad situation if you were overwhelmed, but if you still couldn't escape, then you were truly fucked anyway! I guess it makes more sense not to be TOO easy on death, after all.A damage cap also seems like a good idea. If the killing blow does more damage than you ever had health (like 1000+), then that's probably a candidate for just straight-up dying. I could probably make it configurable, too, and would aim to do so.I want to avoid using instigator checks here since it's very, very often in EXU that what kills you is already dead by the time the projectile hits, and thus checking to see if there's an instigator would return none, same as if you'd fallen to your death or something. Insta-death pits would be the one place where warping to the nearest path node might work, but it's better for them to just outright kill you.That said, you'll rarely ever see me design maps with those -- after playing Blasphemous, I loath insta-death pits and spikes with a furious passion now Ah what a shame, that game could have been soooooo good if the platforming wasn't aggressively unfun.
Post Posted: 22 Nov 2019, 05:05
Post Posted: 16 Dec 2019, 21:24
Post Posted: 18 Dec 2019, 06:35
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